Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEditor;
using UnityEngine;
namespace Oculus.Interaction.Editor
{
[CanEditMultipleObjects]
[CustomEditor(typeof(ConicalFrustum))]
public class ConicalFrustumEditor : UnityEditor.Editor
{
private ConicalFrustum _frustum;
private SerializedProperty _minLengthProperty;
private SerializedProperty _maxLengthProperty;
private const float SURFACE_SPACING = 10f;
private void Awake()
{
_frustum = target as ConicalFrustum;
_minLengthProperty = serializedObject.FindProperty("_minLength");
_maxLengthProperty = serializedObject.FindProperty("_maxLength");
}
private void OnSceneGUI()
{
if (Event.current.type == EventType.Repaint)
{
Handles.color = EditorConstants.PRIMARY_COLOR;
DrawConeFrustrum();
}
}
private void DrawConeFrustrum()
{
Vector3 origin = _frustum.Pose.position;
Vector3 direction = _frustum.Pose.forward;
Vector3 tangent = _frustum.Pose.up;
float minLength = _minLengthProperty.floatValue;
float maxLength = _maxLengthProperty.floatValue;
Vector3 start = origin + direction * minLength;
Vector3 end = origin + direction * maxLength;
float minRadius = _frustum.ConeFrustumRadiusAtLength(minLength);
float maxRadius = _frustum.ConeFrustumRadiusAtLength(maxLength);
Handles.DrawLine(start, end);
for (float i = 0; i < 360; i += SURFACE_SPACING)
{
Vector3 rotatedTangent = Quaternion.AngleAxis(i, direction) * tangent;
Handles.DrawLine(
start + rotatedTangent * minRadius,
end + rotatedTangent * maxRadius);
}
Handles.DrawWireDisc(start, direction, minRadius);
Handles.DrawWireDisc(end, direction, maxRadius);
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEditor;
using UnityEngine;
namespace Oculus.Interaction.Editor
{
[CanEditMultipleObjects]
[CustomEditor(typeof(HandWristOffset))]
public class HandWristOffsetEditor : UnityEditor.Editor
{
private HandWristOffset _wristOffset;
private SerializedProperty _offsetPositionProperty;
private SerializedProperty _rotationProperty;
private Pose _cachedPose;
private void Awake()
{
_wristOffset = target as HandWristOffset;
_offsetPositionProperty = serializedObject.FindProperty("_offset");
_rotationProperty = serializedObject.FindProperty("_rotation");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
_offsetPositionProperty.vector3Value = EditorGUILayout.Vector3Field("Offset", _offsetPositionProperty.vector3Value);
Vector3 euler = EditorGUILayout.Vector3Field("Rotation", _rotationProperty.quaternionValue.eulerAngles);
_rotationProperty.quaternionValue = Quaternion.Euler(euler);
serializedObject.ApplyModifiedProperties();
}
private void OnSceneGUI()
{
_cachedPose.position = _wristOffset.Offset;
_cachedPose.rotation = _wristOffset.Rotation;
Pose wristPose = _wristOffset.transform.GetPose();
_cachedPose.Postmultiply(wristPose);
DrawAxis(_cachedPose);
}
private void DrawAxis(in Pose pose)
{
float scale = HandleUtility.GetHandleSize(pose.position);
#if UNITY_2020_2_OR_NEWER
Handles.color = Color.red;
Handles.DrawLine(pose.position, pose.position + pose.right * scale, EditorConstants.LINE_THICKNESS);
Handles.color = Color.green;
Handles.DrawLine(pose.position, pose.position + pose.up * scale, EditorConstants.LINE_THICKNESS);
Handles.color = Color.blue;
Handles.DrawLine(pose.position, pose.position + pose.forward * scale, EditorConstants.LINE_THICKNESS);
#else
Handles.color = Color.red;
Handles.DrawLine(pose.position, pose.position + pose.right * scale);
Handles.color = Color.green;
Handles.DrawLine(pose.position, pose.position + pose.up * scale);
Handles.color = Color.blue;
Handles.DrawLine(pose.position, pose.position + pose.forward * scale);
#endif
}
}
}

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